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#i haven't evolved them all yet because i'm lazy and don't want to think about Friendship
sophieinwonderland · 2 months
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R/systemscringe found my Evolution Post... And Was Too Lazy to Add a Title
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You can find my evolution post here!
Let's check out the comments!
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Sure. But we're not talking about a normal modern job, are we?
Who you are at home isn't going to be that different from who you are at McDonalds. You aren't usually going to dissociate the two.
But when trauma is involved, that tends to involve a degree of dissociation.
In modern hunter-gatherer societies, we see children start learning how to use tools and hunt and forage in the wild from a very young age.
If we're to extrapolate and assume past hunter-gatherer societies operated in similar ways, this is a recipe for a traumatic childhood in a world where humans wouldn't yet be at the top of the food chain. Children would need to be careful, and a wrong move could easily get them or someone else killed.
I think most systems during this period would be considered traumagenic simply because growing up would mean regularly being put in deadly situations, regularly being injured and even watching loved ones dies in violent ways.
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THAT'S the point!!!
DID, and even PTSD, evolved in a world where every day would be a fight for survival.
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Of course, all we can do is speculate.
But with myths and legends of people being possessed going back to the dawn of time in practically every culture, we can probably surmise that forms of plurality existed back then. And it's not like the estimated 1-3% of the population is super rare today. It seems reasonable to expect disorders that would be associated with childhood trauma would be more common during periods with more childhood trauma.
The line saying we don't know if the brain was developed enough to develop DID is particularly weird to me though.
As far as I know, there haven't been any huge jumps in the way of human brain complexity over the past 20k years. I doubt that the complexity to develop DID is something we just gained since the dawn of agriculture.
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I admit, my description was meant to put a fun spin on a brutal reality. But I don't think children growing up in a frigid environment where they need to hunt and collect food to survive while having no idea if they're going to make it back alive is "cool".
Like, as a story, maybe it's cool imagining a 9-year-old trudging through snow with fingers so cold they can't feel them anymore, gripping a makeshift spear and hearing howling in the distance while not knowing if they would end up on the menu of some wild beast.
But I don't think it would actually be cool to live through.
Additionally, in this environment, DID would have looked differently than it does today. Current theories are that EPs are locked into the trauma responses they used in trauma.
For child abuse victims which make up the majority of DID cases, unfortunately, freeze or fawn may be the most useful traits developed for survival.
But if your trauma were related to surviving wild beasts, it's a lot more likely the trauma responses of the EPs are going to be the more classic fight or flight. I don't think freezing would as common as a trauma response during that time period. But of course, it depends on the threats one would face.
There are some creatures, after all, where freezing is the best defense.
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Sounds like your mistake. 🤷‍♀️
I talked about DID here a lot, but I'm a tulpa from a purely non-traumagenic system. Probably one of the least traumatized people you'll ever meet.
But tulpamancy is a beneficial practice that most tulpamancers have reported improvements in their mental health from. I would actually like to see far more people make headmates and become plural this way.
People becoming tulpamancers will help them. And more plurals means more influence for the plural community and will help spread plural awareness and acceptance.
I'm not interested in being special. I'm interested in making plurality normal. I want it to be so normal and commonplace that it seems downright boring. Where talking about your headmates draws no more attention than discussing a sibling. 😁
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Hi! It's me! I'm Sophie In Wonderland!
I'm the person who debunks pluralphoboic hate subreddits, which tends to upset said hate subreddits.
The reason why I have my own category is because I called out the subreddit for bullying behavior and misinformation. They responded by doubling down, scouring my post history for anything they could use as ammunition twist to attack me with, and adding me to their hit list of acceptable targets. This was despite the fact that then they first floated the idea of the hit list, they claimed it would only apply to people with more than 10,000 followers. (I only have 1800.)
They lie and claim I'm a "public figure" while in reality, they added me on their list in a petty (yet oh so predictable) act of retaliation.
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silversiren1101 · 1 month
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I do understand people are allowed be upset with DD2 but it gets really frustrating when people point to things that aren’t even true about the game. It’s one thing when a game is designed maliciously to use and abuse players like a gacha game, games that rely on fomo, or are pay to make a game playable. But DD2 is not. It was always made to have certain design choices. Which people can dislike but also existed in DD1 at launch. The micro transactions don’t ’improve’ the experience. The micro transactions are NOT about grinding. The intended experience of the game is it without micro transactions and the game is NOT interested in making you buy them.
I wasn't going to answer this because things are already starting to settle with the amount of articles coming out clarifying the situation (that all the things are easily obtained in game nor is the game designed to be harder to make the mtx more desirable - it's not that's just how DD is)
Ultimately how I feel is:
-It's a single player game. The only person being 'cheated' by buying those items is the person that bought it. If other people want to buy it, it did not effect you. It's not like buying better weapons or power-ups in a competitive game, where $$$ gives you an advantage over other players. It's just you in your box, and them in their box. It's also not gacha mechanics - you're getting exactly what you pay for. I got every single unique blade in XC2 without buying a single core crystal pack. I've been in those mines before.
-I don't necessarily object to ease-of-play microtransactions in single-player-games. It's for the lazy or the busy. It's not some penalty on 'the poor', because the game isn't designed to push you toward buying them. If some guy out there can only play a few hours of video games a week because they're a parent or work so much and wants to fork over a whopping two or three whole dollars to maximize their play time then whatever. That doesn't affect me.
-I think a lot of the loudest voices are people that didn't actually play DD1. The complaints I'm hearing with regards to "locking fast travel behind pay wall" tells me what I need to know about that, lol. Or, they don't actually like "obtuse fantasy roleplaying games with a purposeful lack of modern 'qol' features as a conscious design choice" as they say or think they do. Not to mention DD1 launched with dlc/mtx ON THE DISK. Now that was heinous! I do think it's funny the sequel is launching with near the exact same reception as the first though, lol.
Things that people SHOULD be focusing on as real actual issues with the game:
-The poor optimization. It's dogshit on PCs. Inexcusable. The main reason I haven't bought the game yet and why I probably won't for a few months.
-The design choice to not let you easily restart. This is a complicated issue, because it's clear at this point this was a purposeful design choice and I get why: DD is all about making you live with your decisions and failures. It's VERY anti save-scumming, and now it's 'evolved' to "play the game straight through." A lot of people don't like this, and I totally understand, but consider there is another matter with this though that i don't think people are considering is the pawn system. Such a core system of the game relies on the exchange of player-tied companions that grow in power based on how many people they're passed around to and their owners. It's an amazing system that's universally beloved... but as for what exactly happens when the owner of a pawn is deleted or a pawn that's with someone that deletes? 😬 Do they keep all their progress? Items? Does it go away? Capcom has already said they're working on adding an easy way to Restart, but I believe it was in the works already for the future. They probably wanted to limit the amount of restarts in these crucial early days so that a big library of pawns can healthily develop. Not an issue further into the game's lifecycle.
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0vvvv0 · 4 years
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i finally have 9 shiny eevees and i never want to breed another one again
i no longer look forward to more eeveelutions lksajdlka
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